User:The ErosionSeeker/Lair Tests
Is it time for a comprehensive lair stat test page? [Answer: YES!]
I know I'm not the only one tired of having to sift through unhelpful pages time and time again!
Probably the biggest issue with pages for the init and stat tests is that anyone who is in a position to try maximizing them will likely know the ways in the first place. Also, most of the good effects are IOTM, Dread, or other niche uses. One more thing, A Telescope with at least 2 upgrades is recommended, as this allows you to see the stat and element tests, letting you plan for what you need. Although this list was created with the Hardcore Standard ascension in mind, many softcore runs can take some advice from these lists.
If tests make you anxious, here's a cheatsheet for the Tower. sp NOTE: Not all of these sources are necessary to get to #2, and if you can't ensure hitting the maximum, it's better to just take the extra contestant turn than to hunt down the components to try and save the turn.
SECOND NOTE: Items marked with (IOTM) may not necessarily be an IOTM themselves, but may be tradeable components of an IOTM, such as permable skills that anyone can buy from the Mall of Loathing. Owning the IOTM is typically the only way to access them in Hardcore.
SECOND SECOND NOTE: If you cannot make the threshold set by the test, you instead get a weighted roll to determine the number of contestants you must fight. An example, for the elemental damage test, if you are only able to manage 95/100, you have a 50% chance of being marked as #2 or #3. Attempt to maximize whenever possible, gamble at your own risk.
THIRD NOTE: Due to the extreme spread of available buffs that can be acquired from the Genie, only the best one or two are listed. There will typically never be a reason for you to spend multiple wishes for one Lair test, but you could.
Capacity:
- some amount of Fullness
- some amount of Drunkenness
- some amount of Spleen
Contents
The Contest of Adventurers
There are 3 tests. The first test is for speed, the second for might, and the third for elemental prowess. Although there are 11 positions, there are only 10 available spaces. With maximized stats, you will only fight one opponent: the one who is ranked #1. IOTM or IOTM-derived content is marked with (IOTM), while Class-Specific actions (Soul Saucery, Turtle Taming) are also marked as such.
Combat Initiative
You want to reach 400% Combat Initiative in order to always get the shortest lineup.
- Always In Motion +100%
- Avatar of the Storm Tortoise +100% (CLASS-SPECIFIC: Turtle Tamer)
- backup camera +100% (IOTM: packaged backup camera)
- Citizen of a Zone +100% (IOTM: sleeping patriotic eagle)
- Clear Ears, Can't Lose +100% (IOTM: Our Daily Candles™ order form)
- Energized +100% (IOTM: S.I.T. Course Voucher)
- Hiding in Plain Sight +100%
- Ready to Survive +100% (IOTM: MayDay™ contract)
- Poppy Performance +100% (IOTM: shrink-wrapped 2002 Mr. Store Catalog)
- Shadow Waters +100% (IOTM: closed-circuit phone system)
- Slippery and Speedy +100% (IOTM: designer sweatpants (new old stock))
- spring shoes +100% (IOTM: in-the-box spring shoes)
- Digitalis, Dig It +75%
- Sizzling with Fury +60% (CLASS-SPECIFIC: Seal Clubber)
- Angel Hair Wisp +5-50% (CLASS-SPECIFIC: Pastamancer)
- Everfull Dart Holster +50% (IOTM: packaged Everfull Dart Holster)
- Jurassic Parka - pterodactyl mode +50% (IOTM: packaged Jurassic Parka)
- Song of Slowness: +50%
- Peppermint Rush +40% (IOTM: wrapped candy cane sword cane)
- Springy Fusilli (effect) +40%
- All Fired Up +30%
- Adorable Lookout +30% (CLASS-SPECIFIC: Turtle Tamer)
- Blessing of Pikachutlotal +30% (costs 1 1-ball)
- Bonerdagon necklace +30%
- costume sword +30%
- Non-Euclidean non-accordion +15% or 30% (CLASS-SPECIFIC: Accordion Thief)
- Soulerskates +30% (CLASS-SPECIFIC: Sauceror)
- Ticking Clock +30% (CLASS-SPECIFIC: Seal Clubber or Turtle Tamer)
- Well-Swabbed Ear +30%
- Lord Spookyraven's ear trumpet +25%
- lynyrdskin breeches +25%
- lynyrdskin cap +25%
- lynyrdskin tunic +25%
- unbreakable umbrella +25% (IOTM: Undamaged Unbreakable Umbrella)
- astral shorts +20%
- Suspicious Gaze (effect) +20%
- Cletus's Canticle of Celerity (effect) +20%
- Chopsticks +20%
- Overdeveloped Sense of Self Preservation +20%
- Slimy Shoulders +2-20%
- Sugar Rush +20%
- The Glistening +20%
- The Vole Moon Sign +20%
- unrequired jacket +20%
- Cold ninja mask +15%
- Hors d'oeuvre tray +15%
- Leotarrrd +15%
- Mark II Steam-Hat or higher +15%
- cursed magnifying glass +13 (IOTY: mint condition magnifying glass)
- Crimbo Training: Track Switcher +10%
- Infernal insoles +10%
- Walberg's Dim Bulb (effect) +10%
- Whispering Strands +10% (CLASS-UNSPECIFIC: not Pastamancer)
- 1-ball +10%
Familiar:
- The Woim increases initiative at 2x Weight. This is equivalent to +42% or more with 4 easily accessible +weight effects.
The following are items and effects that increase the familiar weight of this familiar.
- astral pet sweater +10
- Spookyravin' +10, for sufficiently micromanaging Stephen Spookyraven-killers
- Amphibian Sympathy +5
- Blood Bond (effect) +5
- Empathy of the Newt +5
- Pseudorandom fresh coat of paint result +5 (IOTY: fresh can of paint)
- Heavy Petting +5 (important: reduces stats by 10%, consider using after signing up for the stat test)
- Leash of Linguini (effect) +5
- Loyal as a Rock +5 (IOTM: S.I.T. Course Voucher)
- Stephen's lab coat +5, for sufficiently micromanaging Stephen Spookyraven-killers
- The Platypus Moon Sign +5
Stat Tests
The stat test will always be different from the class's main stat. 600 in that particular stat guarantees the shortest lineup. Although it is safe to assume that percentage boosters will give about the same amount as a static boost, your mileage may vary. Some minor sources are omitted due to lapse of memory.
Boosts that Affect All Attributes
- Gr8ness +100%
- Larger +100% (need A Relaxing Hot Tub to be safe)
- combat lover's locket: +50% to one stat (IOTM: combat lover's locket lockbox)
- Confidence of the Votive +50% (IOTM: Our Daily Candles™ order form)
- Pseudorandom fresh coat of paint result +50% (IOTY: fresh can of paint)
- Tomato Power +50%
- Starry-Eyed +5% to 35%, depending on telescope upgrades.
- Pyrite Pride +30% (IOTM: S.I.T. Course Voucher)
- The Pleasures of the Flesh +1% to 30% (costs Demon Summoning materials)
- unbreakable umbrella +25% (IOTM: Undamaged Unbreakable Umbrella)
- Apriling band quad tom +20% (IOTM: packaged boxed Apriling band helmet)
- smoldering drape +20% (IOTM: A Guide to Burning Leaves)
- On the Minty Precipice +15% (IOTM: MayDay™ contract)
- On the Precipice of Carrots +15% (IOTM: MayDay™ contract)
- Song of Bravado (effect) +15%
- Apriling band helmet +10% (IOTM: packaged boxed Apriling band helmet)
- Aspect of the Twinklefairy +10%
- astral belt +10%
- astral shirt +10%
- Everfull Dart Holster +10% (IOTM: packaged Everfull Dart Holster)
- Favored by Lyle +10%
- June cleaver +10% (IOTM: packaged June cleaver)
- Stevedave's Shanty of Superiority (effect) +10%
- Mr. Accessaturday +105 (IOTM: shrink-wrapped 2002 Mr. Store Catalog) (but only on Saturdays)
- designer sweatpants +5 to +25 (IOTM: designer sweatpants (new old stock))
- Industrial Strength Starch +20
- August scepter +15 (IOTM: boxed August scepter)
- War medals +5 to +11
- candy cane sword cane +10 (IOTM: wrapped candy cane sword cane)
- cursed monkey's paw +10 (IOTM: cursed monkey glove)
- pirate fledges +7
- Codpiece of the Goblin King +7
- blackberry galoshes +7
- survival knife +5 (IOTM: MayDay™ contract)
- Antihangover +1800 (yOJimbOS_LAW only)
Muscle
- Expert Oiliness matches base Muscle to Mysticality
- Slippery Oiliness matches base Muscle to Moxie
- Elbow Macaroni matches base Muscle to Mysticality (CLASS-SPECIFIC: Pastamancer)
- Incredibly Hulking +200% (CLASS-SPECIFIC: Accordion Thief)
- Phorcefullness +100%
- Temporary Lycanthropy +10% to 67%, dependent on the Moon phases (CLASS-SPECIFIC: Accordion Thief)
- Cold Blooded +30%
- Hot Blooded +30%
- astral bludgeon +25%
- astral mace +25%
- astral shield +25%
- astral trousers +25%
- Extreme Muscle Relaxation +25% (important: use this only after signing up for the Initiative test unless you want to spend an extra soft green echo eyedrop antidote)
- Apriling band tuba +20% and +10 (IOTM: packaged boxed Apriling band helmet)
- Hopped Up on Goofballs +20%
- Stenchtastic +20%
- Go Get 'Em, Tiger! +15%
- Supafly +15%
- Football Eyes +10%
- Peppermint Rush +10% (IOTM: wrapped candy cane sword cane)
- Rage of the Reindeer (effect) +10%
- Sugar Rush +5%
- 'Roids of the Rhinoceros +100
- Woad Warrior +25
- Truly Gritty +20
- headhunter necktie +15
- mesh cap +15
- ye olde golde frontes +15 (CLASS-SPECIFIC: Disco Bandit)
- Macaroni Coating +10 (CLASS-UNSPECIFIC: not Pastamancer)
- Power Ballad of the Arrowsmith +10
- Rainy Soul Miasma +10
Mysticality
- Slippery Oiliness matches base Mysticality to Moxie
- Stabilizing Oiliness matches base Mysticality to Muscle
- On the Shoulders of Giants +200% (CLASS-SPECIFIC: Accordion Thief)
- Mystically Oiled +100%
- Seeing Colors +50%
- Spooky Demeanor +30%
- Stenchtastic +30%
- astral chapeau +25%
- astral bracer +25%
- astral ring +25%
- astral statuette +25%
- Cincho de Mayo +25% (IOTM: shrink-wrapped Cincho de Mayo)
- Glittering Eyelashes +15%
- Supafly +15%
- Apriling band staff +10% and +10 (IOTM: packaged boxed Apriling band helmet)
- Cold Blooded +10%
- Erudite +10%
- Hot Blooded +10%
- Happy Trails +100
- hippy medical kit +10
- Rainy Soul Miasma +10
- The Magical Mojomuscular Melody (effect) +10
- flowing hippy skirt +9
Moxie
- Expert Oiliness matches base Moxie to Mysticality
- Stabilizing Oiliness matches base Moxie to Muscle
- Penne Dreadful matches base Moxie to Mysticality (CLASS-SPECIFIC: Pastamancer)
- Cock of the Walk +200% (CLASS-SPECIFIC: Accordion Thief)
- Superhuman Sarcasm +100%
- Gaffe Free +50% and +15 (IOTM: MayDay™ contract)
- Poppy Performance +50% (IOTM: shrink-wrapped 2002 Mr. Store Catalog)
- Supafly +30%
- astral longbow +25%
- astral mask +25%
- astral pistol +25%
- astral shorts +25%
- Quiet Desperation (effect) +25%
- Hopped Up on Goofballs +20%
- Spooky Demeanor +20%
- spring shoes +20% (IOTM: in-the-box spring shoes)
- Butt-Rock Hair +15%
- Disco Fever (effect) +10%
- Peppermint Rush +10% (IOTM: wrapped candy cane sword cane)
- pro skateboard +10% (IOTM: shrink-wrapped 2002 Mr. Store Catalog)
- Radiating Black Body™ +10%
- Sugar Rush +5%
- Piratastic +100
- buoybottoms +11
- grungy flannel shirt +11
- Penne Fedora +10 (CLASS-UNSPECIFIC: not Pastamancer)
- The Moxious Madrigal (effect) +10
- tap shoes +9
- leather chaps +8
- Blubbered Up +5
Elemental Tests
There will always be one elemental test, selected randomly out of 5. These tests are based off of elemental bonuses to Weapon Damage and Spell Damage. A bonus of 100 in the appropriate element ensures the shortest lineup. As every +10 damage to an element is 1 adventure saved, these elemental tests can be great ways to use an elemental semi-rare to cut 5 turns.
All-Elemental Boosts
- Pseudorandom fresh coat of paint result +40 to one element (IOTY: fresh can of paint)
- Boschface +25, for sufficiently micromanaging ghost of Elizabeth Spookyraven-killers
- combat lover's locket: +25 to one element (IOTM: combat lover's locket lockbox)
- June cleaver +10, usually (IOTM: packaged June cleaver)
- autocalliope +2 or 4 (CLASS-SPECIFIC: Accordion Thief)
- astral shirt +3
- All Glory To the Toad +2
- bejeweled cufflinks +2 (IOTM: Clan VIP Lounge key)
- painted shield +2 (CLASS-SPECIFIC: Turtle Tamer)
- yohohoyo +2
- elemental billiards balls count as +10 each, some can count as +20 when placed in An Overgrown Shrine.
Hot
- Song of Sauce (effect) +100 (free pass!)
- extra-large utility candle +50 (IOTM: Our Daily Candles™ order form)
- Flamingly Floral +50
- novelty sparkling candle +50 (IOTM: Our Daily Candles™ order form)
- runed taper candle +50 (IOTM: Our Daily Candles™ order form)
- Hot Hands +30
- Sizzling with Fury +25 (CLASS-SPECIFIC: Seal Clubber
- abyssal ember +20 (CLASS-SPECIFIC: Seal Clubber)
- Blessing of Charcoatl +20 (costs 1 5-ball)
- Big Flaming Whip +20 (costs Demon Summoning materials)
- Doubly Burningly Oiled +20 (IOTM: Model Train Set)
- Burningly Oiled +10 (IOTM: Model Train Set)
- war tongs +20
- 5-ball +16
- fire poi +15
- red hot poker +15
- accord ion +5 or 10 (CLASS-SPECIFIC: Accordion Thief)
- breadchucks +10
- Hot Blooded +10
- Flaming Weapon +3
Cold
- Permafrosty +50
- Song of the North (effect) +50
- cold water bottle +30
- Cold Hands +30
- Cold Hard Skin +25 (CLASS-SPECIFIC: Seal Clubber)
- Double Frozen +20 (IOTM: Model Train Set)
- Frozen +10 (IOTM: Model Train Set)
- frozen seal spine +20 (CLASS-SPECIFIC: Seal Clubber)
- Icy Glare (effect) +20
- pentatonic accordion +9 or 18 (CLASS-SPECIFIC: Accordion Thief)
- 2-ball +16
- Cold Blooded +10
- Frigid Weapon +3
Spooky
- Bloody Bloody Bloody! +50
- Spooky Hands +30
- Elizabeth's Dollie +25, for sufficiently micromanaging ghost of Elizabeth Spookyraven-killers
- Scrappy, Shadowy +25 (CLASS-SPECIFIC: Seal Clubber)
- Dirge of Dreadfulness (effect) +24
- cursed monkey's paw +20 (IOTM: cursed monkey glove)
- Doubly Shivering Spine +20 (IOTM: Model Train Set)
- Shivering Spine +10 (IOTM: Model Train Set)
- shadowy seal eye +20 (CLASS-SPECIFIC: Seal Clubber)
- 3-ball +16
- Iiti Kitty phone charm +15
- red masque +15
- bone bandoneon +7 or 14 (CLASS-SPECIFIC: Accordion Thief)
- cursed magnifying glass +13 (IOTY: mint condition magnifying glass)
- bone flute +11
- black blade +10
- ghost accordion +5 or 10 (CLASS-SPECIFIC: Accordion Thief)
- Snarl of the Timberwolf (effect) +10
- Spooky Demeanor +10
- Spooky Weapon +3
Stench
- Chauve-Souris Merde Fou +50
- Demonic Taint +30 (costs Demon Summoning materials)
- Stinky Hands +30
- Grulched +25 (CLASS-SPECIFIC: Seal Clubber)
- peace accordion +12 or 24 (CLASS-SPECIFIC: Accordion Thief)
- Double Hot Soupy Garbage +20 (IOTM: Model Train Set)
- Hot Soupy Garbage +10 (IOTM: Model Train Set)
- Gaia beads +20
- infernal toilet brush +20 (CLASS-SPECIFIC: Seal Clubber)
- tarrrnished charrrm bracelet +20
- 6-ball +16
- beer bong +15
- flowing hippy skirt +15
- goatskin umbrella +15
- Lynyrd musk +15
- War Hippy Fatigues +15
- beer-a-pult +10
- short-handled mop +10
- Stenchtastic +10
- Whoompa Fur Pants +10
- Lockenstock™ sandals +7
- pygmy briefs +5
- Stinky Weapon +3
Sleaze
- designer sweatpants +20 to +120 (IOTM: designer sweatpants (new old stock))
- Cuts Like a Buttered Knife +50
- Apriling band saxophone +40 (IOTM: packaged boxed Apriling band helmet)
- Jurassic Parka - dilophosaur mode +40 (IOTM: packaged Jurassic Parka)
- disturbing fanfic +30
- midriff scrubs +30
- Sleazy Hands +30
- The Two-Prong Crown +30
- Lubed +25 (CLASS-SPECIFIC: Seal Clubber)
- mannequin leg +25 (CLASS-SPECIFIC: Seal Clubber)
- Doubly Spookily Greasy +20 (IOTM: Model Train Set)
- Spookily Greasy +10 (IOTM: Model Train Set)
- Jefferson wings +20
- ghost of a necklace +16
- 4-ball +16
- a butt tuba +15
- Frat Warrior Fatigues +15
- Greasy Peasy +15
- beer-a-pult +10
- kick-ass kicks +10
- short-handled mop +10
- Supafly +10
- orcish stud-finder +5
- pygmy briefs +5
- Sleazy Weapon +3
The Hedge Maze
The optimal way to do the hedge maze consists of 3 elemental damage tests that deal damage proportional to your maximum HP.
You need 8 points of resistance for the first test, 7 points of resistance for the second test, and 6 points of resistance for the third test. For a simpler way of remembering, 7 points of resistance in each element is sufficient. For people with Muscle-boosting effects that are going to wear off in between the second or third test, you may find yourself requiring even less than 7 or 6 resistance. Attempt at your own peril.
- Avatar of She-Who-Was +5 (CLASS-SPECIFIC: Turtle Tamer)
- Citizen of a Zone +4 (IOTM: sleeping patriotic eagle)
- Model Train Set buffs (IOTM: Model Train Set)
- combat lover's locket: +3 to one element (IOTM: combat lover's locket lockbox)
- Jurassic Parka +3 to one type, +1 to others (IOTM: packaged Jurassic Parka)
- cursed monkey's paw +2 (IOTM: cursed monkey glove)
- Class Level 13 passives +2 to one type
- Tolerance of the Kitchen +2 Hot
- Northern Exposure +2 Cold
- Diminished Gag Reflex +2 Stench
- Cold-Blooded Fearlessness +2 Spooky
- Heart of Polyester +2 Sleaze
- Covered in the Rainbow +2 (IOTM: Our Daily Candles™ order form)
- Elemental Saucesphere (effect) +2
- Exotic Parrot +1-2 (reasonable weight, you may or may not still have +weight buffs from using the Woim in the speed test)
- Pseudorandom fresh coat of paint result +2 to one element (IOTY: fresh can of paint)
- Oiled-Up +2
- Red Door Syndrome +2
- Spiro Gyro +2 (CLASS-SPECIFIC: Turtle Tamer)
- Astral Shell (effect) +1
- Crimbo training manual passives +1
- ghost of a necklace +1
- head mirror +1
- Ready to Survive +1 (IOTM: MayDay™ contract)
- titanium assault umbrella +1
- Scarysauce (effect) +2 to Cold and Sleaze
- Wads +2 to one type
- elemental powders +1 to one type
- elemental Semi-rares
- Fireproof Lips +9 Hot
- Fever From the Flavor +9 Cold
- Can't Smell Nothin' +9 Stench
- Hyphemariffic +9 Spooky
- Hyperoffended +9 Sleaze
In certain paths, an alternative way to go through the damage tests without such an amount of elemental resistance is as follows:
- Reduce your maximum HP
- Maximize HP regeneration
You must get at least 3 adventures' worth of stat debuffs in order to go through the maze. If your negative effects run out, your HP will increase and make you lose!
You can reduce your HP by reducing your muscle, and you can get Hardly Poisoned at All from the Giant's poison drink in the Strange Leaflet.
Notable HP regeneration sources:
- giant penguin keychain +12-16
- Fit To Be Tide +5-16
- Blood-Rich +8-12
- turtlemail hauberk +6-12 (CLASS-SPECIFIC: Turtle Tamer)
- gauze shorts +6-10
- hippy medical kit +6-10
- Extra-Thick Blood +5-10
- frozen seal spine +5-10 (CLASS-SPECIFIC: Seal Clubber)
- red book +5-10
- Hairy Palms +6-8
- Misty Cloak +4-8
- padded tortoise +4-8 (CLASS-SPECIFIC: Turtle Tamer)
- astral shorts +4-6
- Antibiotic Saucesphere (effect) +4-5
- Corruption of Wretched Wally +3-5 (CLASS-SPECIFIC: Seal Clubber)
- Misty Cape +2-4
- Buoyancy of the Beluga +1-5 (CLASS-SPECIFIC: Seal Clubber)
- Fortitude of the Muskox +1-2
Peeling the wall of skin
The wall of skin has 50 HP and takes 1 damage from every attack. You need to deal 50 sources of damage over 4 (or 6) rounds. The wall of skin doesn't put up an easy fight either, it increases in damage every turn! The alternative to using brute force is to spend 3 adventures grabbing the beehive from The Black Forest. That's like, 2 turns you save by being able to 50-hit combo! Attacks:
- Prismatic weapon attacks provides 6
Consider the following sources of +elemental damage:
- All Glory To the Toad
- astral shirt
- bejeweled cufflinks (IOTM: Clan VIP Lounge key)
- Boschface, for sufficiently micromanaging ghost of Elizabeth Spookyraven-killers
- yohohoyo
- Pulverize on elemental equipment for nuggets
- A weapon in the off-hand gives +1, if you lack a better offhand.
- Belch The Rainbow for 5. Requires no specific items in the main or off-hands.
- Headbutt and Kneebutt both give an extra +1. Shieldbutt needs a shield, and if you aren't using a hot plate that's already costing you 1 point of damage per round, while if you do have a hot plate, you're still losing 1 damage in the final round. Seriously. Don't.
Familiar:
- Imitation Crab de facto best free choice because it attacks 4 times every round, and will never become Standard-restricted!
Familiar equips
- tiny bowler
- Ant tools (will not fire every round, only use as last resort)
Sources of passive damage:
- Burning, Man (costs Demon Summoning materials, probably not worth it)
- electric boning knife (combat item) requires you to have found it in the castle noncom very early, although this + a good combat item can more than equal the amount of damage you can deal in single rounds normally
- Mayeaugh (sometimes available from Daily Dungeon)
- Pygmy Drinking Buddy (works even if used with no booze, usually requires a combat macro pickpocket on a drunk pygmy or random drop from Where Does The Lone Ranger Take His Garbagester?)
- smirking shrunken head
- Soul Funk (effect) (CLASS-SPECIFIC: Sauceror)
- The pale horse (PROMO: A Horsery)
- throwing knife (combat item)
- Vampieroghi (CLASS-SPECIFIC: Pastamancer)
- Vermincelli level 5+ (CLASS-SPECIFIC: Pastamancer)
Sources of stinging damage, which do not work on the final turn thanks to how combat is structured:
- bottle opener belt buckle
- hippy protest button
- hot plate
- Jalapeño Saucesphere (effect)
- Psalm of Pointiness (effect)
- Scarysauce (effect)
- Spiky Shell (effect)
In the absolute worst case scenario, it is still possible to deal "full" damage to the wall with items and effects acquired throughout the run:
- hot plate
- Icy Glare
- filthy knitted dread sack or Gaia beads or flowing hippy skirt
- skeleton bone
- ghost of a necklace
Although not recommended because they cost you your turn's worth of weapon damage, strong enough healing, such as scented massage oil or something similar might allow you to survive an extra round of battle. Additionally, even though stuns and staggers are useless against the wall of skin, you can "dodge" its unblockable attacks using skills like Shell Up and Sauceshell, buying you valuable entire extra rounds worth of damage. Using either Shell on the round before the wall would do lethal damage will maximize your expected returns. Note that Blood Bubble will not meaningfully increase the number of rounds you have to fight.
Having one of Shell Up or Sauceshell gives you 5 turns to do 49 damage (since the Shell itself will do 1 damage), while having both gives you a nice 6 turns to do 48 damage. 13 damage a turn for 4 turns seems imposing, but 8 damage a turn for 6 turns is easy, especially with Imitation Crab!
The ideal combat rotation is Headbutt -> Headbutt -> Headbutt -> Shell Up -> Sauceshell -> Headbutt
Assuming full 7 damage Headbutts, you only need 15 additional bits of damage (3 sources of passive or 4 sources of stinging, Imitation Crab alone solves it in paths where it's allowed)
Without Shells, 50 damage in 4 rounds is significantly trickier. Still, after subtracting 28 from 4x Headbutt, you still need 22 damage:
2 passive + shrunken head + bottle buckle + protest button + Jalapeño + Scary + Spiky + Psalm = 23 (just enough), or 7 points after Imitation Crab.
If you want to get even crazier, consider enabling the setting for "enable auto-attack against boss and special monsters", and then set your autoattack to Headbutt, which gives you a "free" combat round because of how the wall of skin's damage ramping functions. 50 damage across 5 turns is great, and 48 over 7 rounds is completely trivial. This may or may not be fixed in the future.
Summary
Get the following:
- Perm Headbutt or Kneebutt
- Get an Imitation crab
- Get prismatic elemental damage
- Offhand a weapon, or use smirking shrunken head / hot plate
This deals 48 damage across 4 turns. If you have another source of passive damage, or you have Shell Up or Sauceshell, you're golden!
Beating your meat
The wall of meat has a bunch of meat! It has a base meat drop range of 160-240, and you need 1,001 to gather meat in order to defeat it for good. You will need +525.625% to guarantee that it only takes 1 turn. That being said, the wall of Meat can also be picked apart over multiple turns, so basically do whatever it was you did for the Nuns.
- Shadow Waters +200% (IOTM: closed-circuit phone system)
- Sinuses For Miles +200%
- Flapper Dancin' +100% (IOTM: S.I.T. Course Voucher)
- Incredibly Well-Lit +100% (IOTM: boxed August scepter)
- All Blued Up +60%
- Good Things Are Coming, You Can Smell It +60% (IOTM: Our Daily Candles™ order form)
- backup camera +50% (IOTM: packaged backup camera)
- Citizen of a Zone +50% (IOTM: sleeping patriotic eagle)
- combat lover's locket +50% (IOTM: combat lover's locket lockbox)
- Cosmic Ball in the Air +50% (IOTM: undrilled cosmic bowling ball)
- Earning Interest +50% (IOTM: packaged June cleaver)
- Jurassic Parka - kachungasaur mode +50% (IOTM: packaged Jurassic Parka)
- Polka of Plenty +50%
- Apriling band helmet +40% (IOTM: packaged boxed Apriling band helmet)
- Lasagmbie +22-40% (CLASS-SPECIFIC: Pastamancer)
- All Chipped Up +30%
- Wasabi Sinuses +30%
- unbreakable umbrella +25% (IOTM: Undamaged Unbreakable Umbrella)
- Accordion of Jordion +10% or 20% (CLASS-SPECIFIC: Accordion Thief)
- Nimble Fingers +20%
- On the Precipice of Carrots +20% (IOTM: MayDay™ contract)
- The Wombat Moon Sign +20%
- Expert Panhandling +10% or +15% with a saucepan equipped
- booty chest charrrm bracelet +10%
- Disco Leer (effect) +10%
- Gnefarious Pickpocketing +10%
- Pasta Eyeball +10% (CLASS-UNSPECIFIC: not Pastamancer)
- Thrift and Grift +10%
Familiar:
- Leprechauns and Hobo Monkeys also benefit from weight increases. Unlike the Woim, they increase in effectiveness at a non-linear rate, so calculate to make sure. Jill of All Trades acts as a 1.5x meat familiar when using its equipment.
Refer to the items and effects that increase the familiar weight of these familiars. (List of all standard-legal Familiar Weight boosters)
Crushing the wall of bones
The wall of bones is a 20,000 HP group size 100 mini-ZHA that can only be damaged by group damage. Buff either Muscle, Mysticality and Spell Damage, or grab the electric boning knife from Castle if you must. Now that it is 2018 and Garbage Nova has rotated out, you must deal 20,000 group damage over 4 rounds, or 5,000 a round. Reduce your ML as low as you can! You're already at this stage of the Tower, why are you using ML anyways?
- big hot pepper (IOTM: S.I.T. Course Voucher) is a Hot lantern, effectively doubles your spell damage.
In a post-Garbage Nova world (coming to a metagame near you in 2018), negative Monster Level works double duty here, it both shrinks the wall by some amount (reducing its HP and more importantly, its 1000 defense), as well as improving all damage by 0.4% per point.
- red badge -25 ML
- Drowsy Sword -10 ML (not advised for Splattersmash, maybe usable for Saucegeyser)
- security flashlight -10 ML (only on Halloween)
- nasty rat mask -5 ML
It may not be smart to go out of your way to acquire most of the -ML sources.
Splattersmash
Remember that the Wall of Bones has the high defense value of 1,000, you need to either buff Muscle above 1,000, or delevel it significantly in order to deal meaningful damage to the wall. If you spend a round deleveling the wall, you will have to deal 6,667 damage per round instead of 5,000.
Consider the following:
20,000 ÷ 4 = 5,000 (amount of damage required for a single round)
5,000 ÷ 25 = 200 (amount of damage when accounting for Splattersmash group/4 bonus)
200 - 30 = 170 (amount of damage after subtracting Splattersmash base damage 30-40)
170 + 1,000 (amount of Muscle required after adding the wall's defense)
You need 1,170 Muscle to Splattersmash 4 times for lethal damage.
(List of all standard-legal Muscle boosters)
Saucegeyser
At sufficiently buffed Mysticality and Spell Damage, Saucegeyser is viable. Keep in mind that this requires tremendous quantities of Spell Damage, Because Saucegeyser deals triple damage to group monsters, each cast of Saucegeyser needs to deal at least 1667 damage.
Consider the following:
20,000 ÷ 4 = 5,000 (amount of damage required for a single round)
5,000 ÷ 3 ≈ 1667 (amount of damage when accounting for Saucegeyser tripling bonus)
1667 - 60 = 1607 (amount of damage after subtracting Saucegeyser base damage 60-70)
You need to deal 1607 unformatted damage 4 times for lethal damage.
This magic number 1607 can be partially made up of Mysticality and Spell Damage. See Calculating Spell Damage for a more detailed breakdown.
With the assumption that your base Mysticality is 100 (as it probably will be for off-class), the following list can be of use. Note that effects from 2015 are excluded, because you would be using Garbage Nova. Seriously.
(List of all standard-legal Mysticality boosters)
Because Saucegeyser automatically tunes to the element that will deal the most damage, items and effects that boost hot spell damage should be considered:
- Song of Sauce (effect) +50 Hot
- unbreakable umbrella (constant twirl) +25 (IOTM: Undamaged Unbreakable Umbrella)
- Hot Hands +20 Hot
- Erudite +15
- Arched Eyebrow of the Archmage +10
- astral chapeau +20
- astral ring +20
- blackberry slippers +10
- Blessing of Charcoatl +10 Hot (costs 1 5-ball)
- Flavour of Magic +10 (doesn't matter which one)
- Intrinsic Spiciness +10
- Ready to Survive +10 (IOTM: MayDay™ contract)
- Imp unity ring +5 Hot
And percentage boosts:
- base spell damage rate 100%
- Abracandalabra +100% (IOTM: Our Daily Candles™ order form)
- Avatar of She-Who-Was +100% (CLASS-SPECIFIC: Turtle Tamer)
- Simmering +100% (costs 1 adventure, probably not worth it)
- Song of Sauce (effect) +100%
- astral statuette +50%
- August scepter +50% (IOTM: boxed August scepter)
- Visions of the Deep Dark Deeps +50%
- obsidian nutcracker +30% (all worse weapons are not worth using)
- Concentrated Concentration +20%
- The Wallaby Moon Sign +20%
- Concentration +10%
- Master Saucier +10%
- Subtle and Quick to Anger +10%
- blackberry slippers +5%
- Magic Dragonfish increases percent Spell Damage by 2*weight up to 50 pounds (100%).
(List of all standard-legal Familiar Weight boosters)
While Spell Criticals are appreciated, they are unreliable and should not be considered except for hilarity, and are provided only for posterity.
- Sauce Monocle (effect) +15% (CLASS-SPECIFIC: Sauceror)
- Wizard Squint (effect) +10%
- Sauce Monocle (effect) +5% (CLASS-UNSPECIFIC: not Sauceror)
1667 = spell% * (60 + 0.4*Mys + flat spell) 1454 = spell% * (60 + 0.4*Mys + flat spell)
In order to achieve 1667 base damage per round, take 60 + 0.4*Mysticality, and then add any flat spell damage. Then multiply by your percent spell damage. +400% spell damage is viable, so 1667 base damage gets compressed to 333.4 raw damage. Subtract about 100 flat bonus spell damage, and you're left with 233.4. Subtract the original 60 damage from Saucegeyser, and you're left with 173.4 damage derived from 434 Mysticality. With +500% spell damage and 100 flat bonus you need a mere 295 Mysticality. It's not pretty, but it's easy!
Cone of Zydeco
(CLASS-SPECIFIC: Accordion Thief) Deals base accordion damage + 0.4x moxie, multiplied by 5. Effectively requires 2,500 Moxie to deal 20,000 damage across 4 rounds. Do not attempt until something goes horribly, horribly wrong with the KoL meta.
Mirror, Mirror, on the Floor
Breaking the mirror increases the Sorceress's stats, and makes her immune to staggers. While not challenging for veteran players, lacking a fully decked-out World's Best Adventurer sash can make this more difficult than planned.
Shadowboxing
The Shadow opponent can only be defeated using healing items. It normally has 395 HP (different amounts possible in Bees Hate You, One Crazy Random Summer, Nuclear Autumn, Disguises Delimit (790 HP) which has to be whittled down as it tries to beat you down in return.
- scented massage oil all HP (you need to have a 395 difference between your current and max HP to instantly kill the shadow)
- plaid bandage 120-150
- red pixel potion 100-120
- filthy poultice 80-120
- gauze garter 80-120
- Doc Galaktik's Ailment Ointment 35-45
- cast 25-35
- Doc Galaktik's Homeopathic Elixir 18-20
- Saucy Salve 10-15 (can be cast multiple times for free, first time is always free)
Saucy Salve is a great skill that should always be used at the start of the fight. It's not unusual to get your first 5 salves all free, whittling the shadow down by ~60 HP and guaranteeing that 4 war healers is sufficient. Consider the following to buy extra turns vs the shadow:
- attorney's badge - 20% chance of blocking
Opening with Saucy Salves, followed by 4 garters and poultices is typically enough, although it is prudent to have backup resources for in case you roll four 80s with the war healers. The single PADL Phone you receive from I Am The Brotherhood is worth a poultice in the hippy tent. Blood Bubble gives you a free turn.
The Naughty Sorceress herself
While the information on this page may be a little outdated, it goes into detail that people reading this page might not need. High DA gear and high +moxie gear is usually a good idea, the World's Best Adventurer sash can be really good after like 40 ascensions. Reminder that breaking the mirror makes the Sorceress 1 and 2 immune to staggers, as well as giving them doubled HP and probably higher stats. Wearing high DA equipment, as well as big stat boosters like a maxed out World's Best Adventurer sash can be extremely helpful. A constantly attacking familiar, or a Nosy Nose can also provide extra chances to land bit hits on the Sorceress.
- reinforced beaded headband
- surgical apron
- strong weapon for your highest stat (lead pipe, soap knife?)
- useful offhand
- bullet-proof corduroys
- World's Best Adventurer sash
- damage increaser
- another good accessory
- Curse of Weaksauce
- Nosy Nose/Imitation Crab/??? + astral pet sweater/tiny bowler/ant tools